Advice on Graphic Replacements

Post » Mon Jan 10, 2011 11:27 am

Having multiple versions of the same file in your data folder in different BSAs is bad
The advantage of packing replacers into BSA's is, when you register them in the ini, they don't have to be in the data folder!
I have two 10k rpm raptors, with all my biggest (except SI) BSAs at F:/O/xxx.bsa. This has virtually removed loading stutter, moving my bottleneck onto my CPU now.
On last count, by data folder was ~15GB, and my F:/O around 9GB
This top tip I got from Skelton (aka Xuto) a couple years ago

True, and that is definitely not information I would recommend to any newbie. Actually, I would not recommend it at all. If someone asks about it, sure. That is a subject for people really trying to squeeze performance out of their setups... Maybe, if (big IF) someone was running out of space, I would offer that information. It is on the BSAs and Archive Invalidation page on TESIV:POSItive along with the due "It's all on you" warning.
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lisa nuttall
 
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Post » Mon Jan 10, 2011 8:19 am

True, and that is definitely not information I would recommend to any newbie. Actually, I would not recommend it at all. If someone asks about it, sure. That is a subject for people really trying to squeeze performance out of their setups... Maybe, if (big IF) someone was running out of space, I would offer that information. It is on the BSAs and Archive Invalidation page on TESIV:POSItive along with the due "It's all on you" warning.

I agree. I am trying to squeeze every last drop out of my quite old rig now, and must admit have taken it to fairly extreme measures.
I use 4 HDs, 2 are a RAID0 which I'm using now for internet etc with all the anti-virus etc you'd expect.
The other 2 are raptors:
1 has windows XP, oblivion and utilities and mods and nothing else that could eat resource, so never goes online etc and I only mod and play Oblivion on this
The last has the F:/O BSAs and backups of all the mods I've downloaded.
It's taken ages to set-up but runs sweet compared to before.
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Motionsharp
 
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Post » Mon Jan 10, 2011 2:25 pm

I agree. I am trying to squeeze every last drop out of my quite old rig now, and must admit have taken it to fairly extreme measures.
I use 4 HDs, 2 are a RAID0 which I'm using now for internet etc with all the anti-virus etc you'd expect.
The other 2 are raptors:
1 has windows XP, oblivion and utilities and mods and nothing else that could eat resource, so never goes online etc and I only mod and play Oblivion on this
The last has the F:/O BSAs and backups of all the mods I've downloaded.
It's taken ages to set-up but runs sweet compared to before.

See what I mean... ^____^


Edit: ...enthusiasts...
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Miguel
 
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Post » Mon Jan 10, 2011 6:46 pm

What mods have compatibility problems with QTP3?


Only other texture replacers. And that's not really a compatibility problem since one replacer will simply overwrite the other.
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Michelle Smith
 
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Post » Mon Jan 10, 2011 6:48 pm

Only other texture replacers.

Thanks. That's file overlap not a serious problem. Data file conflicts are expected if you use QTP3 along with other texture replacers. You can still use them together. That does not mean that they are incompatible. It means you have to choose which version of the overlapping file you want.


Edit: I'll rephrase. OP, what mods are you trying to use that you think are incompatible with QTP3?
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Josephine Gowing
 
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Post » Mon Jan 10, 2011 8:12 pm

I think I'll wipe out my data directory or I'll find an alternative to it.



You can't wipe out your Data folder, the game won't run without it. You can clean it up some but there's no alternative possible. Even the Oblivion.esm file is kept there.
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clelia vega
 
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Post » Mon Jan 10, 2011 8:26 pm

Data file conflicts are expected if you use QTP3 along with other texture replacers.


The fact that it's replacing the stock textures is a conflict in itself, so to speak. But it's not one that's going to cause any sort of problem for the game. Texture replacers are the safest mods you can add to Oblivion, there's almost 0 chance that something will get screwed up. It will simply look different.
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Ryan Lutz
 
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Post » Mon Jan 10, 2011 8:32 am

The fact that it's replacing the stock textures is a conflict in itself, so to speak. But it's not one that's going to cause any sort of problem for the game. Texture replacers are the safest mods you can add to Oblivion, there's almost 0 chance that something will get screwed up. It will simply look different.

Yup, agreed. I use plenty of them. ^____^


Happy gaming all!
- Tomlong75210
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Angela
 
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Post » Mon Jan 10, 2011 3:14 pm

With wiping pout data folder I mean uninstall the game and SI, then eliminate all folders remaining. I saved all mods I'm currently using andI think it is not a big problem reinstalling the whole thing, but I'll need some days.

I think mods conflicting with QTP3 are at least AWLS (wich I have to reinstall because it asks specifically if I have QTP3), maybe Open cities and I don't remember what other mod aside from UOP 3.26.

As you see in the first post my load order is a little long (and I didn't install Unique Landscapes xD).

Ah yes.... Can you help me with mods in there which need a patch or some special installation process in my load order if installed with QTP3? Maybe I can uninstall only them instead of uninstall the whole game.

Thanks again, going back to TESPositive guide (thanks Tomlong for that link xD)

EDIT: Do I need the QTP3 1.3 patch even if I use Redimized version?
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Add Me
 
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Post » Mon Jan 10, 2011 12:55 pm

Ok.
In order to save performance I think I can use Mtgr (nice replacer) and abnormal caves... Is there an Ayleid Ruin/Fort replacer of the same quality as abnormal caves?


Well there is this one that replaces the Ayleid and cave textures. I do not use the caves textures, but personally i really like the Ayleid textures from this one better then the Vanilla ones and from Qarl, gives a really good mood when going through a Ayleid Ruin. :)

BUT....my likes me not be yours, so you could take a look at it:

http://www.tesnexus.com/downloads/file.php?id=14950
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NAkeshIa BENNETT
 
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Post » Mon Jan 10, 2011 3:36 pm

Do I need the QTP3 1.3 patch even if I use Redimized version?

You need the QTP3R 1.3 patch instead. It might not be a total disaster if you used the non-redimized patch, but personally, I wouldn't chance it. ;) Also make sure you have (and use) the QTP+UOP patch - assuming you're using the Unofficial Oblivion Patch, that is. Generally a good idea, though some disagree, and fair enough. The majority here will reommend it, anyway.

I believe the patch is available from the same place(s) that QTP3R itself is.
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kristy dunn
 
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Post » Mon Jan 10, 2011 12:25 pm

I have redimized patch even if I didn't know about it.... mmmh sometimes I do the right thing without knowing it :)

I found http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4314 texture replacer for SI similar to QTP3. Is that a killer like QTP3 non-redimized or it can be used even on my system?

(wich is: )

CPU: Intel Core2Duo 2.53 GHz
GPU: NVidia GeForce 9600GT 1.024Mb VRAM
RAM: 2Gb DDR2

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Jonathan Montero
 
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Post » Mon Jan 10, 2011 5:23 pm

I have redimized patch even if I didn't know about it.... mmmh sometimes I do the right thing without knowing it :)

I found http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4314 texture replacer for SI similar to QTP3. Is that a killer like QTP3 non-redimized or it can be used even on my system?

(wich is: )

From my understanding, it's roughly equivalent to QTP3R, yes.

I'd worry more about things like hi-res LOD packs, extreme combos of AI/scripts all over the place, or certain individual mods such as RAEVWD (in full). But I'm only guessing, as my own PC hardware is quite a lot different.
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Madison Poo
 
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Post » Mon Jan 10, 2011 7:36 pm

From my understanding, it's roughly equivalent to QTP3R, yes.

I'd worry more about things like hi-res LOD packs, extreme combos of AI/scripts all over the place, or certain individual mods such as RAEVWD (in full). But I'm only guessing, as my own PC hardware is quite a lot different.



The only thing I worry about (in your list) is AI/script, because I don't use LOD mods, nether RAEVWD. For my distant view needs I use TES4 LODGen and I'm more than happy with it.


Thanks for replyes everyone. I'll install and try
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Leilene Nessel
 
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Post » Mon Jan 10, 2011 4:27 pm

The only thing I worry about (in your list) is AI/script, because I don't use LOD mods, nether RAEVWD. For my distant view needs I use TES4 LODGen and I'm more than happy with it.

Well, I lack a deep (i.e., modder's) understanding of how much and what kind of impact scripts and AI have exactly, but in general, I'm aware that they can tax the CPU more heavily than almost anything else. Though - and I could be wrong here as well - I do believe graphics meshes are also handled by the CPU, rather than the graphics card. Something to think about, for those looking at adding tons of (more complex) meshes left and right? Anyway, just a thought.*

Re: your system, it looks fine for lightly to somewhat modded Oblivion, to my eye. The 9600GT is no slouch, f'rex. But I guess it comes down as much to the types of mods. Regardless, best of luck with your new install, and good gaming! :D


* Hm... makes a compelling case for PyFFI, methinks.
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Andres Lechuga
 
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Post » Mon Jan 10, 2011 1:38 pm

Well, I lack a deep (i.e., modder's) understanding of how much and what kind of impact scripts and AI have exactly, but in general, I'm aware that they can tax the CPU more heavily than almost anything else. Though - and I could be wrong here as well - I do believe graphics meshes are also handled by the CPU, rather than the graphics card. Something to think about, for those looking at adding tons of (more complex) meshes left and right? Anyway, just a thought.*

Re: your system, it looks fine for lightly to somewhat modded Oblivion, to my eye. The 9600GT is no slouch, f'rex. But I guess it comes down as much to the types of mods. Regardless, best of luck with your new install, and good gaming! :D


* Hm... makes a compelling case for PyFFI, methinks.



In my first post there is a load order I'm using... I'm trying to make an immersive Oblivion with always something new to see (lot of quest mods... some are really random to find because of the little, but many quests, other are really long questlines) and graphic enhancers are the only addition I left behind, and I'm trying to to find a compromise.

Without QTP3 I run with 20-40 FPS, so I don't know if I can really handle it.
The other configuration I can try is: Mtgr + Abnormal Caves + Koldorn Ruins + Koldorn Sewers2 + Low tri-poly Grass (if it is more lightweight)



EDIT: I think I'll try both... now I'm creating an OMOD of QTP3Redimized + Patch + PyFFIed meshes from another folder. If this kills my game I can just deactivate it
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Del Arte
 
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Post » Mon Jan 10, 2011 8:42 am

With wiping pout data folder I mean uninstall the game and SI, then eliminate all folders remaining. I saved all mods I'm currently using andI think it is not a big problem reinstalling the whole thing, but I'll need some days.

I think mods conflicting with QTP3 are at least AWLS (wich I have to reinstall because it asks specifically if I have QTP3), maybe Open cities and I don't remember what other mod aside from UOP 3.26.

As you see in the first post my load order is a little long (and I didn't install Unique Landscapes xD).

Ah yes.... Can you help me with mods in there which need a patch or some special installation process in my load order if installed with QTP3? Maybe I can uninstall only them instead of uninstall the whole game.

Thanks again, going back to TESPositive guide (thanks Tomlong for that link xD)

EDIT: Do I need the QTP3 1.3 patch even if I use Redimized version?

AWLS has support for QTP3. That is not an incompatibility. You are supposed to install the UOP after QTP3 and OC much later.

Aesthetic Overhauling Guide - http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods <-- #1 (explicit)
Install Order - http://tesivpositive.animolious.com/index.php?page=installing_mods#InstallOrder <-- #2 (general)
My BAIN Package List - http://tesivpositive.animolious.com/index.php?page=my_bain_package_list <-- #3 (exact)

All of the above explain that. They are not incompatible. Incompatible would be if they did not have support for QTP3 and overwrote its meshes.
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Tom
 
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Post » Mon Jan 10, 2011 7:12 am

AWLS has support for QTP3. That is not an incompatibility. You are supposed to install the UOP after QTP3 and OC much later.

Aesthetic Overhauling Guide - http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods <-- #1 (explicit)
Install Order - http://tesivpositive.animolious.com/index.php?page=installing_mods#InstallOrder <-- #2 (general)
My BAIN Package List - http://tesivpositive.animolious.com/index.php?page=my_bain_package_list <-- #3 (exact)

All of the above explain that. They are not incompatible. Incompatible would be if they did not have support for QTP3 and overwrote its meshes.



So I need to uninstall them and then reinstall (or at least OC).... This will take some time... So the problem is UOP. If I uninstall it and reinstalll on my already modded system won't I lose changes from other mods? You know I'm all but expert.
And what about the patch UOP/QTP?


Don't mind... I'll uninstall the whole game and reinstall everything from the beginning.... Now I'll just do a performance test
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Nina Mccormick
 
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Post » Mon Jan 10, 2011 6:39 am

So I need to uninstall them and then reinstall (or at least OC).... This will take some time... So the problem is UOP. If I uninstall it and reinstalll on my already modded system won't I lose changes from other mods? You know I'm all but expert.
And what about the patch UOP/QTP?

If you read, that is explained there too. You can look at My BAIN Package List or the Aesthetic Overhauling guide. These mods are mentioned, explicitly. OC falls under the exact same category as Better Cities.


Edit: The patch for both needs to be installed after both. The patch for QTP3 alone needs to be installed immediately after QTP3. I'm loading up my current list right now, and I will past the relevant sections here. It is already in the list on the site, however.
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Richard Thompson
 
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Post » Mon Jan 10, 2011 12:34 pm

If you read, that is explained there too. You can look at My BAIN Package List or the Aesthetic Overhauling guide. These mods are mentioned, explicitly. OC falls under the exact same category as Better Cities.


Edit: The patch for both needs to be installed after both. The patch for QTP3 alone needs to be installed immediately after QTP3. I'm loading up my current list right now, and I will past the relevant sections here. It is already in the list on the site, however.



I already had some rough knowledge about install order, but the only thing I'm asking in the whole thread is if I can Install QTP without make a clean install.
Some answer yes, others not.. So I don't understand what I should do. That's why in some posts I asked about BSA packaging, beause this way I can install QTP avoiding overwrite problems and ignoring install order. Maybe I can pack 2 BSA only for QTP and name them "Oblivion - QTP3Textures.BSA" and "Oblivion - QTP3Meshes.BSA", then install UOP compatibility, then again uninstall AWLS and reinstall it with QTP options. And if my game can't handle it, I can just wipe out the 2 BSAs and erase them from the ini. The thing I would know is if it IS possible do this without a fresh install. And of course I would know what's the BSA/ESP/ESM limit in the dta folder.

Right now I'm just creating an OMOD with QTP3 Redimized already patched and with PyFFIed meshes (no BSAs).

Thanks for replies
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Andrew
 
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Post » Mon Jan 10, 2011 5:50 am

You really do not want to have multiple versions of files across multiple BSAs, which would be exactly the case if you packed up QTP. All you have to do is when you activate the OMOD, hold down CTRL when you click "no" when OBMM prompts you to override existing files. CTRL adds the " to all" effect.

Example:

Say you install mods #1 and #2. Later you want to install QTP, which has files that overwrite files contained in #1 and #2. QTP should have been installed before them, as #0. Fortunately, you can still do that. If you choose "no to all" when overriding, none of #1 and #2's overlapping files are overwritten. That gives you the same result as in the case where QTP was installed before them, as mod #0. Choosing "no to all" when activating an OMOD effectively boots the mod up to the earliest position, in this case for QTP, #0. If you install a mod later, and do the same thing, the mod would be installed as if it were in place #-1, because none of its files were allowed to overwrite QTP's files.

The UOP QTP patch can be installed directly on top (which means letting it override) and you should reinstall OC on top of it, followed by AWLS. AWLS should almost always be the last mesh replacer installed. It has support for the other mods, which is why you can do that. If you look at my BAIN package list, those mods are all there.
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Krista Belle Davis
 
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Post » Mon Jan 10, 2011 8:50 am

You really do not want to have multiple versions of files across multiple BSAs, which would be exactly the case if you packed up QTP. All you have to do is when you activate the OMOD, hold down CTRL when you click "no" when OBMM prompts you to override existing files. CTRL adds the " to all" effect.

Example:

Say you install mods #1 and #2. Later you want to install QTP, which has files that overwrite files contained in #1 and #2. QTP should have been installed before them, as #0. Fortunately, you can still do that. If you choose "no to all" when overriding, none of #1 and #2's overlapping files are overwritten. That gives you the same result as in the case where QTP was installed before them, as mod #0. Choosing "no to all" when activating an OMOD effectively boots the mod up to the earliest position, in this case for QTP, #0. If you install a mod later, and do the same thing, the mod would be installed as if it were in place #-1, because none of its files were allowed to overwrite QTP's files.

The UOP QTP patch can be installed directly on top (which means letting it override) and you should reinstall OC on top of it, followed by AWLS. AWLS should almost always be the last mesh replacer installed. It has support for the other mods, which is why you can do that. If you look at my BAIN package list, those mods are all there.



Thanks^^

And what if I uninstall with OBMM? are the files belonging to other mods eliminated too? I always made myself this question
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Auguste Bartholdi
 
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Post » Mon Jan 10, 2011 6:57 pm

For my distant view needs I use TES4 LODGen and I'm more than happy with it.


TES4LODGen does nothing in itself. All it does is look for mesh files with the _far.nif attachment and write a file for it in the DistantLOD folder, so that it will appear in the game. It's not a mod at all, it's just a tool. It's the mods themselves that need to place that _far.nif object into the game in order for TES4LODGen to do it's thing.
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Eve Booker
 
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Post » Mon Jan 10, 2011 8:35 am

Thanks^^

And what if I uninstall with OBMM? are the files belonging to other mods eliminated too? I always made myself this question


Not unless one of those files is overwritten by QTP3, in which case it would have been eliminated by QTP3 already at any rate. In that event, you might have to toggle your archive invalidation so the game knows that it needs to be using the stock textures stored in the BSA archive.
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Claire Vaux
 
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Post » Mon Jan 10, 2011 8:28 am

OBMM only uninstalls a file once all mods that installed (a version of) the file have been uninstalled. You do not need to toggle archive invalidation, but you would need to reinstall any mods QTP3 overwrote in order to have the correct versions of the files installed again.
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Catherine Harte
 
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